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path: root/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs (unfollow)
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2020-09-09Remove useless executable bit that Windows adds.onefang1-0/+0
2019-05-19Remove useless executable bit that Windows adds.onefang1-0/+0
2019-05-19Dump OpenSim 0.9.0.1 into it's own branch.onefang1-0/+0
2016-11-07Fix file execute permissions, coz Windows.David Walter Seikel1-0/+0
2016-11-03Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel1-0/+440
2015-08-31All physics plugins are now region modules. Compiles but doesn't run.Diva Canto1-1/+0
2015-08-30More namespace and dll name changes. Still no functional changes.Diva Canto1-1/+1
2015-08-30Renamed the namespaces tooDiva Canto1-2/+2
2015-08-30Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto1-0/+0
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams1-3/+3
changes.
2013-04-29BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams1-26/+26
'm_physicsScene' to match coding conventions and reduce confusion.
2013-03-28BulletSim: fix race condition when creating very large mega-regions.Robert Adams1-5/+5
The symptom was exceptions while creating physical terrain. Reduce default terrain mesh magnification to 2 from 3 because the higher resolution uses a lot of memory and doesn't solve the terrain smoothness for vehicles. Added comments here and there and improved some debugging log messages.
2013-03-19BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams1-14/+179
TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
2013-03-19BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams1-0/+2
contact processing threshold for static object as well as mesh terrain.
2013-03-09BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams1-2/+4
regions when there are no region neighbors. Add some terrain location processing routines to support above.
2013-02-05BulletSim: rework some parameter setting implementation moving functionality ↵Robert Adams1-4/+9
that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
2013-01-07BulletSim: fix exception when re-creating the terrain when loading an OAR fileRobert Adams1-0/+2
2012-12-31BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams1-2/+2
Only initialization and debug fuctions left.
2012-12-31BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams1-8/+8
functions.
2012-12-31BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams1-5/+3
BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
2012-12-21BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams1-3/+3
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
2012-12-13BulletSim: Add 'BulletSimData' which separates structures createdRobert Adams1-3/+2
for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered.
2012-12-10BulletSim: Fix crash on the destruction of physical linksets.Robert Adams1-3/+3
While fixing the above, add methods to physical body and shape pointer wrapper so routines won't have to know that IntPtr.Zero means no physical instance. Fix problem with physical linksets failing after a few sits and unsits by properly restoring child prom positions for compound linksets after multiple selection and deselections.
2012-12-03BulletSim: Reduce idle region physics overhead where there are MANYRobert Adams1-2/+2
static objects by more restrictive selection of objects that collide with static objects. Rename collision mask fuctions from 'filter' to 'group' so it is clear what is being set. Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above. Restore passing of time step to linear and angular motion component routines. Use buffering vehicle physical parameter get/set routines consistantly. Make range enforcement clearer by using ClampInRange() function for parameter setting. Remove commented out experimental vehicle calculations.
2012-11-28BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.Robert Adams1-1/+7
2012-11-27BulletSim: fix terrain mesh generation for problem with regions that have ↵Robert Adams1-6/+16
unequal edge heights. Thanks UBit.
2012-11-25BulletSim: add parameter for terrain collision margin.Robert Adams1-4/+0
Add locking around unlikely but possible race conditions on terrain list.
2012-11-22Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie1-1/+1
conflicts with PhysicsShape type defined in later libOMV
2012-11-21BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵Robert Adams1-37/+9
appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
2012-11-21BulletSim: fix line endings to be all Linux style (windows style keeps ↵Robert Adams1-284/+284
creeping in)
2012-11-21BulletSim: enablement and debugging of mesh terrain.Robert Adams1-9/+220
2012-11-21BulletSim: pull heightmap implementation out of the terrain manager so a ↵Robert Adams1-64/+73
mesh terrain can be implemented.
2009-08-11Split BasicPhysics classes into separate files.Jeff Ames1-415/+1
2009-08-07This is the second part of the 'not crash on regionsize changes'. This ↵Teravus Ovares (Dan Olivares)1-2/+2
lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
2009-07-19* Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares1-0/+1
a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-04-19Keep IsColliding updated for the recent changes in ScenePresence so that ↵idb1-0/+3
walk/stand animations will get used instead of just falling
2009-03-06Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke1-0/+8
llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does, and it should recalculate the absolute height to hover at as an object moves to reflect the current ground/water height under it. Correctly implementing required adjusting the Physics interfaces and implementing at the physics plug-in level. The attached is a patch that correctly implements llSetHoverHeight() including updates to the ODE physics plug-in.
2009-02-15This started as way to correct Mantis #3158, which I believe should be fixed ↵diva1-1/+2
now. The flying status was temporarily being ignored, which caused the avie to drop sometimes -- there was a race condition. In the process it also fixes that annoying bug in basic physics where the avie would drop half-way to the ground upon region crossings (SetAppearance was missing). Additionally, a lot of child-agent-related code has been cleaned up; namely child agents are now consistently not added to physical scenes, and they also don't have appearances. All of that happens in MakeRoot, consistently.
2008-12-17* remove mono compiler warningsJustin Clarke Casey1-2/+2
* should work - the last compile failure looks like a random glitch...
2008-12-15* Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaksJustin Clarke Casey1-3/+6
* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to. * Thanks Gerhard
2008-12-14* Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares1-0/+10
ODEPlugin and pipes them to their respective LSL method. * NBody will need to be updated, this is an API change. Torque property and AddAngularForce
2008-12-09* Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares1-0/+5
* Warning! Physics API change. This means that the NBodySimulation needs to be updated! * PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
2008-12-01Remove duplicated avatar height calculation in lsl functions.idb1-4/+8
Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
2008-11-20* Add enough infrastructure code to run an extremely basic and flaky add ↵Justin Clarke Casey1-1/+1
root agent scene test
2008-09-28Implement the plumbing for llSetVehicleType from the LSLCharles Krinke1-0/+6
subroutine down through the physics modules through PhysActor and SceneObjectPart. No connection to the physics simulators.
2008-09-28Added the plumbing for llSetVehicleRotationParamCharles Krinke1-0/+5
in the classes between the LSL implementation and the underlying physics engines.
2008-09-28Plumb the connection though from llSetVehicleVectorParamCharles Krinke1-4/+8
to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
2008-09-28Plumb the connection through from llSetVehicleFloatParamCharles Krinke1-0/+6
to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-1/+1
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.